130 lines
6.3 KiB
C++
130 lines
6.3 KiB
C++
/**************************************************************************/
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/* camera_attributes_storage.h */
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/**************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/**************************************************************************/
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/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
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/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/**************************************************************************/
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#ifndef CAMERA_ATTRIBUTES_STORAGE_H
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#define CAMERA_ATTRIBUTES_STORAGE_H
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#include "core/templates/rid_owner.h"
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#include "servers/rendering_server.h"
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class RendererCameraAttributes {
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private:
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static RendererCameraAttributes *singleton;
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struct CameraAttributes {
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float exposure_multiplier = 1.0;
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float exposure_normalization = 1.0;
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float exposure_sensitivity = 100.0; // In ISO.
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bool use_auto_exposure = false;
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float auto_exposure_min_sensitivity = 50.0;
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float auto_exposure_max_sensitivity = 800.0;
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float auto_exposure_adjust_speed = 1.0;
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float auto_exposure_scale = 1.0;
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uint64_t auto_exposure_version = 0;
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bool dof_blur_far_enabled = false;
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float dof_blur_far_distance = 10;
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float dof_blur_far_transition = 5;
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bool dof_blur_near_enabled = false;
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float dof_blur_near_distance = 2;
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float dof_blur_near_transition = 1;
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float dof_blur_amount = 0.1;
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};
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RS::DOFBlurQuality dof_blur_quality = RS::DOF_BLUR_QUALITY_MEDIUM;
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RS::DOFBokehShape dof_blur_bokeh_shape = RS::DOF_BOKEH_HEXAGON;
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bool dof_blur_use_jitter = false;
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static uint64_t auto_exposure_counter;
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mutable RID_Owner<CameraAttributes, true> camera_attributes_owner;
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public:
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static RendererCameraAttributes *get_singleton() { return singleton; }
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RendererCameraAttributes();
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~RendererCameraAttributes();
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CameraAttributes *get_camera_attributes(RID p_rid) { return camera_attributes_owner.get_or_null(p_rid); };
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bool owns_camera_attributes(RID p_rid) { return camera_attributes_owner.owns(p_rid); };
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RID camera_attributes_allocate();
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void camera_attributes_initialize(RID p_rid);
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void camera_attributes_free(RID p_rid);
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void camera_attributes_set_dof_blur_quality(RS::DOFBlurQuality p_quality, bool p_use_jitter);
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void camera_attributes_set_dof_blur_bokeh_shape(RS::DOFBokehShape p_shape);
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void camera_attributes_set_dof_blur(RID p_camera_attributes, bool p_far_enable, float p_far_distance, float p_far_transition, bool p_near_enable, float p_near_distance, float p_near_transition, float p_amount);
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bool camera_attributes_get_dof_far_enabled(RID p_camera_attributes);
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float camera_attributes_get_dof_far_distance(RID p_camera_attributes);
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float camera_attributes_get_dof_far_transition(RID p_camera_attributes);
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bool camera_attributes_get_dof_near_enabled(RID p_camera_attributes);
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float camera_attributes_get_dof_near_distance(RID p_camera_attributes);
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float camera_attributes_get_dof_near_transition(RID p_camera_attributes);
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float camera_attributes_get_dof_blur_amount(RID p_camera_attributes);
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_FORCE_INLINE_ bool camera_attributes_uses_dof(RID p_camera_attributes) {
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CameraAttributes *cam_attributes = camera_attributes_owner.get_or_null(p_camera_attributes);
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return cam_attributes && (cam_attributes->dof_blur_near_enabled || cam_attributes->dof_blur_far_enabled) && cam_attributes->dof_blur_amount > 0.0;
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}
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void camera_attributes_set_exposure(RID p_camera_attributes, float p_multiplier, float p_exposure_normalization);
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float camera_attributes_get_exposure_normalization_factor(RID p_camera_attributes);
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void camera_attributes_set_auto_exposure(RID p_camera_attributes, bool p_enable, float p_min_sensitivity, float p_max_sensitivity, float p_speed, float p_scale);
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float camera_attributes_get_auto_exposure_min_sensitivity(RID p_camera_attributes);
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float camera_attributes_get_auto_exposure_max_sensitivity(RID p_camera_attributes);
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float camera_attributes_get_auto_exposure_adjust_speed(RID p_camera_attributes);
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float camera_attributes_get_auto_exposure_scale(RID p_camera_attributes);
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uint64_t camera_attributes_get_auto_exposure_version(RID p_camera_attributes);
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_FORCE_INLINE_ bool camera_attributes_uses_auto_exposure(RID p_camera_attributes) {
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CameraAttributes *cam_attributes = camera_attributes_owner.get_or_null(p_camera_attributes);
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return cam_attributes && cam_attributes->use_auto_exposure;
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}
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_FORCE_INLINE_ RS::DOFBlurQuality camera_attributes_get_dof_blur_quality() {
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return dof_blur_quality;
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}
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_FORCE_INLINE_ RS::DOFBokehShape camera_attributes_get_dof_blur_bokeh_shape() {
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return dof_blur_bokeh_shape;
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}
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_FORCE_INLINE_ bool camera_attributes_get_dof_blur_use_jitter() {
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return dof_blur_use_jitter;
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}
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};
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#endif // CAMERA_ATTRIBUTES_STORAGE_H
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